Individual skill
melonjs-renderables
Use this skill when subclassing Renderable, writing a custom draw() method, handling pointer or click events on game objects, applying post effects and shaders, or controlling draw order. Covers the pos-relative draw contract, isKinematic and input, addPostEffect vs the deprecated shader property, and z-ordering. Triggers on: Tween, easing, animate, Renderable, extends Renderable, draw(, update(, isKinematic, pointerEvent, registerPointerEvent, onClick, addPostEffect, removePostEffect, ShaderEffect, addChild, z-order, anchorPoint, floating.
packages/melonjs/skills/melonjs-renderables/SKILL.md
Source commit a41d6a328557d69a0441d79bbeb9cd6c430275b5
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- Last checked
- Nov 5, 2026
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- 6,440
- Repository last updated
- Nov 7, 2026
- License
- MIT
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- html5-game-engine Repository topic
- javascript-game-engine Repository topic
- 2d Repository topic
- agent-skills Repository topic
- canvas Repository topic
- contributions-welcome Repository topic
- game-development Repository topic
- game-framework Repository topic
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# Renderables, input and effects
> Subclassing `Renderable`, custom drawing, receiving pointer events, and
> applying post effects — with the traps that produce silently wrong output
> rather than an error.
Everything here is a **silent failure**: the code runs, nothing throws, and the
result is wrong. Those are the cases worth memorising, because nothing in the
type signatures warns you.
## 1. A custom `draw()` must position itself from `this.pos`
The renderer is **not** pre-translated to the renderable's position when `draw()`
is called. `Container.draw` translates by the *container's* own `pos` and then